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| King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
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#1
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Quote:
I might break open the lua myself tonight and see if I can fix some of this stuff. God, is it possible someone could do a fan-made update to all the freaking tool tips? I'd literally climax in excitement at that. |
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#2
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Added fix for Archmage's Magic Shield spell. Amusingly the default version of it actually caused the unit it was cast on to do 50% less damage. So basically you were nerfing your own units by casting it on them.
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#3
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I believe the tooltips are all just text based, so it should be possible to fix them, yes. Check the loc_ses.kfs file in sessions/addon (it's just a zip file). It contains all the .lng files, which seem to be plaintext |
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#4
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Diversions is a mind/spirit tree skill that says you have a 10/20/30% chance to make opponents lose their turn. I've been calling it the wrong thing this whole time, I better update my threads.
I will also make a note of the archmage fix in the bugs thread soon. And for the record I highly approve of you making only fixes not mods with these releases. I'm still gonna mod mine to use Dragonslayer, though. PS - more work for you Bhruic but if you colorized what code changed it would be extra awesome Last edited by camelotcrusade; 10-30-2012 at 10:03 PM. |
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#5
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Code:
Attack.atom_spawn(act, tend, "magic_diversion", Attack.angleto(act)) Hmm, I'm not sure if the code tag supports colours, but I guess I can try it and see. edit: If I'd looked at your first post, I'd have realized that it does. Last edited by Bhruic; 10-30-2012 at 10:29 PM. |
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#6
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That looks great, thanks for using those colors.
Okay so I hunted for the confused effect but then i realized since it only applies on the world map it might bug out if I used it in combat. So instead I found Stun, that would at least indicate "this unit isn't going to do anything this turn." Here it is: Code:
-- ***********************************************
-- * Stun
-- ***********************************************
function effect_stun_attack(target, pause, duration, log_message)
--local target = Attack.get_target()
if pause == nil then
pause = 1
end
if target == nil then
target = Attack.get_target()
end
if duration == nil then
duration = tonumber(Logic.obj_par("effect_stun", "duration"))
end
if (Attack.act_ally(target) or Attack.act_enemy(target)) and not Attack.act_feature(target, "boss,pawn") then
--local duration = tonumber(Attack.get_custom_param("duration"))
duration = correct_spell_duration (duration, target, true)
local inbonus = tonumber(Logic.obj_par("effect_stun", "inbonus"))
local speedbonus = tonumber(Logic.obj_par("effect_stun", "speedbonus"))
-- local speed = Attack.act_get_par(target, "speed")
-- local change_speed = speed - speedbonus
Attack.act_del_spell(target,"effect_stun")
Attack.act_apply_spell_begin( target, "effect_stun", duration, false )
Attack.act_apply_par_spell( "disreload", 10, 0, 0, duration, false)
Attack.act_apply_par_spell( "disspec", 10, 0, 0, duration, false)
Attack.act_apply_par_spell( "initiative", -inbonus, 0, 0, duration, false)
Attack.act_apply_par_spell( "speed", -speedbonus , 0, 0, duration, false)
Attack.act_apply_spell_end()
Attack.atom_spawn(target, pause, "effect_stun", 0, true)
-- log_message = -1 - íåò ëîãà, 0 - ïðèïèñûâàåì ê äàìàãó, 1 - âûâîäèì îòäåëüíîé ñòðîêîé
if log_message == nil then
log_message = 0
end
if log_message == 0 then
Attack.act_damage_addlog(target, "add_blog_stun_")
elseif log_message == 1 then
if Attack.act_size(target) > 1 then
Attack.log(pause, "add_blog_stun_2", "targets", blog_side_unit(target, 1))
else
Attack.log(pause, "add_blog_stun_1", "target", blog_side_unit(target, 1))
end
end
end
return true
end
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#7
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Code:
Attack.act_del_spell(target,"effect_stun")
Attack.act_apply_spell_begin( target, "effect_stun", duration, false )
Attack.act_apply_par_spell( "disreload", 10, 0, 0, duration, false)
Attack.act_apply_par_spell( "disspec", 10, 0, 0, duration, false)
Attack.act_apply_par_spell( "initiative", -inbonus, 0, 0, duration, false)
Attack.act_apply_par_spell( "speed", -speedbonus , 0, 0, duration, false)
Attack.act_apply_spell_end()
Attack.atom_spawn(target, pause, "effect_stun", 0, true)
I wouldn't mind a few longer than normal spell effects if they'd just queue up as I played. Hmm. |
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#8
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Quote:
Code:
Attack.atom_spawn(target, pause, "effect_stun", 0, true) |
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#9
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Omg you guys, it worked! I feel like a super modder now...
All I had to do was replace "magic_diversion" with "effect_stun." Worked great. No pause or anything, it just made the noise, showed the stun effect and the Skeleton lost his action points. Try it out if you want. Manual Method In addon_arena.lua, line 1010. Replace: Code:
Attack.atom_spawn(act, tend, "magic_diversion", Attack.angleto(act)) Code:
Attack.atom_spawn(act, tend, "effect_stun", Attack.angleto(act)) Last edited by camelotcrusade; 11-05-2012 at 08:30 PM. Reason: Removed attachment and put in redirect. |
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#10
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so you just dump the lua files from zip into addon folder ?
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